The Archive of Unattained Futures
Overview
The Archive of Unattained Futures is Alex Verhaest’s first solo exhibition at the Barakat Contemporary exhibition space. It displays ambitious new works developed by the artist for the past three years:
The Archivist, a 60-channel interactive video installation in which archival images from various public domains are transformed and composited.
Ad Hominem, a video game, which philosophically interrogates utopian thinking.
The works together elaborate a ludic cinematic space, an interactive science fiction film. Interweaving them is Change, the protagonist of the story. Here, Change, which by definition is the act or the instance of difference in states, is not the overarching force that advances the plot. There is a body to it, the one that travels across time and converses with strangers and old friends.
The opportunity came to me to work on both parts of the project, Act I was mostly a 2d animation project with some 3D elements here and there. For Act II SkermWest teamed up with me to provide a looping 3d environment for each level in 2 different variations, a utopian and dystopian version.
Act I: The Archivist
The Archivist is about what stories we tell, which images we keep and how this effects our perception of reality. In The archivist, the stories of Change, the time-traveller, are told over four series of fifteen videos. Each series tells the story of Change’s travels to one of the four utopia, as defined by Sofie Verraest in Eutopia Unbound. The videos are made on the basis of archival photos that are in the public domain. The stories are written in collaboration with GPT-3, an AI that was trained on a dataset of books, Wikipedia and texts published on the internet.
The animation was mostly done in After Effects with the help of a great tool, DUIK BASSEL.2. Most of the elements like clouds, dust particles, fireworks, etc. were generated in Houdini and rendered in Blender.
Credits
Original idea and concept: Alex Verhaest
Concept Artist: Rio Kennnis
Act II: Ad Hominem
In the video game Ad Hominem, you, as the spectator and the game player, are Change. You visit your hometown and meet old friends and lovers. They are all confident in their views, either progressive or conservative, and/or believe in either collectivism or individualism, and attempt to persuade you in what you should bring into the future. In your dialogues with them, you have to choose an answer from a set of two options, eventually leading to an “event” that the whole town awaits in celebration of your return. Feeling more trapped than having the agency of choice in the bifurcating paths, you realize you, Change, are not really welcome.
This project leaned heavily on a good pipeline, since there was a total of 108 shots we had to create. Each shot consisted of a life action plate whereof the background had to be replaced with an animated environment. Blender was the software of choice to create and render the 3D scene for each environment. For cloth simulations I used Houdini, all compositing was done in Fusion.
Credits
Original idea and concept: Alex Verhaest
3D visuals and compositing:SkermWest
(Pipeline TD/Compositor: Stijn Calis,
3D Artists: Franka Indeherberghe,
Compositing: Oussama Mahieddine)